[flow_default] Transcription: 02_Shading and Camera setup.json
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transcriptions/02_Shading and Camera setup.json
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{
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"audio_file": "02_Shading and Camera setup.wav",
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"text": "Let's move on to the render settings. Let's create a camera. Let's put it a little bit on top. In this scene, I'm not going to use light since I'll be using emission. Let's create the material. Let's remove the standard material and create incandescent. Plug it into the surface. And create RSPoint attribute with attribute CD and connect in color. Assign the material to particles. Enable render objects as particles, otherwise we won't see anything on the render. Go to Redshift render view and click on. Now the scale of the particles is very large, so let's create a random p-scale attribute with randomize. Create an attribute randomize, set the p-scale and set the minimum and maximum values. We'll make the global scale smaller. Okay, good. Now let's add some particle flickers. Create a point VLP. Create, for example, a flow noise. Make a random from ID and plug it into noise position. And now we need to multiply the noise by the color. But first, let's plug it into CD to see how it looks. Let's make a time shift to make it easier to adjust and estimate the flicker rate. Let's increase the frequency. And now to make the animation, let's make a flow attribute. And let's write an expression to make the animation depend on time. Let's increase the frequency some more. We can also increase amplitude and runus. And now let's multiply the fit range to adjust the minimum values. And now let's add some contrast to the color. Let's create an attribute wrangle and write an expression like this. So I'm going to multiply the current color values by 1.5 and multiply it by 5, for. Yes, it's much brighter. Okay, and let's make some particles much brighter and more saturated. Copy a tribute wrangle and add on top. If random from ID, multiply by some seed less than threshold, then do the same action. Move the threshold and see how the particles light up. See how it looks on the renderer. You can even make these particles even brighter. Multiply by 15 and increase the threshold. Look at the rendering. Yeah, that's great. Let's compare it to the previous version. We can see that some of the particles are much brighter. Now let's set on Bokeh. Disable Use Houdini Camera Focus so that we can adjust the focus distance here. Adjust the focus distance so that the focus point is somewhere in the middle of the frame. Adjust aperture. You can also add spherical aberrations so that the particles are blurred in this way. And let's do some color correction. Let's turn on tone mapping and let's turn on desaturate highlights. And let's make the saturation lower so that the color is not so saturated. Let's see what that looks like in some other frame. Okay, good. And I forgot to mention that in a tribute randomize you need to include seed attribute by ID. Otherwise, particle scaling will not work properly. Let's add a little motion to the camera. Let's add noise to the rotation. We can also create a time shift to make it easier to adjust the camera movement. Decrease amplitude and roughness POST EXTEND so that the animation is not limited to these values, but continues to play. Let's copy the camera so that all the color correction settings are saved and we don't have to adjust everything again. Let's switch off bokeh only as now we will adjust the general plan. let's make the particles not fall into black so dark right now. And let's do a little movement too. Like making the camera move towards the particles. For better control, let's create a null and copy all the camera transforms. Now before connecting the null to the camera, let's first switch on the option, keep position when parenting the camera. Let's set the key, for example, on frame 80. And in frame 165, the camera a little forward. Let's go select all the keys and make them linear. Let's look at the render. Yeah, it's too bright now. Let's reduce the exposure a little bit. And let's set up the third camera. Copy the first one. We'll do an ultra close-up here. Increase the focal length. Let's see the render. Alright, let's adjust the focus distance and aperture a little bit. Alright, let's do a little animation and put the keys in. And let's do a little bit of focus movement, so let's also put a key on focal distance. Let's go to frame 210 and we'll raise the camera a little bit. And move the focus a little bit further. Let's make the keys linear. Let's add post-process effects. Let's turn on Bloom., threshold, and intensity. You can play with your attention and see you in the next lesson.",
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"language": "en",
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"confidence": null,
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"duration": 938.56
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}
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